Abstract
Animating an articulated 3D character requires the specification of its interior skeleton structure which defines how the skin surface is deformed during animation. Currently this task is to a large extent accomplished manually, which consumes a large amount of animators' time. This paper presents an automatic rigging method making use of a new geometry entity called the 3D silhouette. The first step is to extract a coarse 3D curve skeleton and some skeletal joints of a character. This curve skeleton is then refilled with a perpendicular silhouette. According to the connectivity of the skeletal joints, the hierarchical animation skeleton is finally constructed. By avoiding complicated computation such as voxelization and pruning, this method is simple and efficient, much faster than existing methods. It proves very useful for quick animation production, with applications including games design and prototype graphical systems.
Original language | English |
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Pages (from-to) | 121-131 |
Number of pages | 11 |
Journal | Computer Animation and Virtual Worlds |
Volume | 20 |
Issue number | 2-3 |
DOIs | |
Publication status | Published - Jun 2009 |
Event | 22nd International Conference on Computer Animation and Social Agents (CASA 2009) - Amsterdam, Netherlands Duration: 1 Jun 2009 → … |
Bibliographical note
Proceedings paper from the 22nd International Conference on Computer Animation and Social Agents (CASA 2009). Amsterdam, Netherlands, 17-19 June 2009Keywords
- medial axis
- rigging
- 3D silhouette
- curve skeleton
- animation skeleton